#version 400 core
precision highp float;

uniform float time;
//uniform sampler2D tex_envmap;

in GS_OUT
{
    vec4 color;
    vec3 normal;
} fs_in;

out vec4 color;

void main(void)
{
    // u will be our normalized view vector
    //vec3 u = normalize(fs_in.view);

    // Reflect u about the plane defined by the normal at the fragment
    //vec3 r = reflect(u, normalize(fs_in.normal));

    // Compute scale factor
   // r.z += 1.0;
    // m = 0.5 * inversesqrt(dot(r, r));

    // Sample from scaled and biased texture coordinate
    //if(_pos.y > time)
    //    color = vec4(1,1,1,1);//texture(tex_envmap, r.xy * m + vec2(0.5));
    //else
    color = fs_in.color;
}
